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From: Chris C. <chr...@gm...> - 2016-04-20 18:38:26
|
Thanks, that was it! On Tue, Apr 19, 2016 at 10:54 PM <Mas...@we...> wrote: > Hello, > > had the same problem, here is the answer: > > Yes, it is easy, have a look at: > src/libs/raceengineclient/raceengine.cpp, ReRaceRules, look for this > comment: > // DNF cars which need too much time for the current lap > ... > > > *Gesendet:* Dienstag, 19. April 2016 um 07:31 Uhr > *Von:* "Chris Chow" <chr...@gm...> > *An:* tor...@li... > *Betreff:* [Torcs-users] Free driving mode > Is there some kind of limit on how long a driver using the SCR plugin can > be on the track? I am running a bot that takes a really long time to > traverse the course and the server seems to terminate the race at some > point. > ------------------------------------------------------------------------------ > Find and fix application performance issues faster with Applications > Manager Applications Manager provides deep performance insights into > multiple tiers of your business applications. It resolves application > problems quickly and reduces your MTTR. Get your free trial! > https://ad.doubleclick.net/ddm/clk/302982198;130105516;z_______________________________________________ > Torcs-users mailing list Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: <Mas...@we...> - 2016-04-20 02:54:58
|
<html><head></head><body><div style="font-family: Verdana;font-size: 12.0px;"><div> <div>Hello,</div> <div> </div> <div>had the same problem, here is the answer:</div> <div> </div> <div>Yes, it is easy, have a look at:<br/> src/libs/raceengineclient/raceengine.cpp, ReRaceRules, look for this<br/> comment:<br/> // DNF cars which need too much time for the current lap<br/> ...</div> <div> <div> </div> <div> </div> <div name="quote" style="margin:10px 5px 5px 10px; padding: 10px 0 10px 10px; border-left:2px solid #C3D9E5; word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;"> <div style="margin:0 0 10px 0;"><b>Gesendet:</b> Dienstag, 19. April 2016 um 07:31 Uhr<br/> <b>Von:</b> "Chris Chow" <chr...@gm...><br/> <b>An:</b> tor...@li...<br/> <b>Betreff:</b> [Torcs-users] Free driving mode</div> <div name="quoted-content"> <div>Is there some kind of limit on how long a driver using the SCR plugin can be on the track? I am running a bot that takes a really long time to traverse the course and the server seems to terminate the race at some point.</div> ------------------------------------------------------------------------------ Find and fix application performance issues faster with Applications Manager Applications Manager provides deep performance insights into multiple tiers of your business applications. It resolves application problems quickly and reduces your MTTR. Get your free trial! <a href="https://ad.doubleclick.net/ddm/clk/302982198;130105516;z_______________________________________________" target="_blank">https://ad.doubleclick.net/ddm/clk/302982198;130105516;z_______________________________________________</a> Torcs-users mailing list Tor...@li... <a href="https://lists.sourceforge.net/lists/listinfo/torcs-users" target="_blank">https://lists.sourceforge.net/lists/listinfo/torcs-users</a></div> </div> </div> </div></div></body></html> |
|
From: Chris C. <chr...@gm...> - 2016-04-19 05:31:53
|
Is there some kind of limit on how long a driver using the SCR plugin can be on the track? I am running a bot that takes a really long time to traverse the course and the server seems to terminate the race at some point. |
|
From: David S. <dsa...@te...> - 2016-04-15 23:53:39
|
----- Quinten Kock wrote: > Hi, > > I am trying to run TORCS on an old laptop which has a bad graphics > card (terrible, actually). I am getting unusable FPS, usually along > the lines of 1-2 FPS. However, I noticed when changing to the front > (bumper) view in Practice mode, I suddenly get great FPS. So now I > think reducing the cars' polygon amount would be a good fix, however I > have no idea how to do that. Any ideas? > > Thanks, > Quinten In Options menu: pick fastest screen resolution visibility 270 lod 3 wheels simple OpenGL Texture limit 512 *More can be done if you compile it in linux |
|
From: Quinten K. <qui...@gm...> - 2016-04-15 18:57:47
|
Hi, I am trying to run TORCS on an old laptop which has a bad graphics card (terrible, actually). I am getting unusable FPS, usually along the lines of 1-2 FPS. However, I noticed when changing to the front (bumper) view in Practice mode, I suddenly get great FPS. So now I think reducing the cars' polygon amount would be a good fix, however I have no idea how to do that. Any ideas? Thanks, Quinten |
|
From: David S. <dsa...@te...> - 2016-04-12 00:51:02
|
/*account for yaw induced wheel direction*/ works so good that
a softening factor (was 0.32) is removed for an improvement also.
----- David Savinkoff wrote:
> (SimDeltaTime*car->DynGC.vel.az /*account for yaw induced wheel direction*/)
> This is no small requirement for maneuverability. Expect correctness.
> ----- David Savinkoff wrote:
> > car->carElt->_wheelSlipAccel(index) = slip_magnitude;
> > in wheel.c seems to work best. Now you can feel real
> > traction interaction of the tire with the road, right through
> > the suspension and inertia of the vehicle.
> >
> > ----- David Savinkoff wrote:
> > > This patch has more suspension improvements lifted from
> > > TORCS on Sourceforge, and further tweaks to my code.
> > >
> > > ----- David Savinkoff wrote:
> > > > Hi,
> > > > torcs-1.3.6/src/modules/graphic/ssggraph/grskidmarks.cpp:
> > > >
> > > > if (cur_clr[3] > 0.06f) {
> > > > // 0.06 works better than 0.1 // something here improves traction ?!
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > >
> > > > This patch applies the latest change to wheel.cpp in
> > > > TORCS on Sourcforge:
> > > > $Id: wheel.cpp,v 1.26.2.6 2016/03/06 20:59:31 berniw Exp $
> > > >
> > > > This patch (see patch) also removes a discontinuity by tanh() in
> > > > modules/graphic/ssggraph/grskidmarks.cpp
> > > > (The Magic Formula in wheel.cpp should determine traction)
> > > >
> > > > Good to see torqs-1.3.7 on the way.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > >
> > > > This patch removes an un-needed tanh() from
> > > > modules/graphic/ssggraph/grskidmarks.cpp
> > > > and re-arranges some of my changes in wheel.cpp
> > > > ( the tanh() trick was used to range limit input: -1 to 1 )
> > > >
> > > > This patch is the most physically correct,
> > > > and the best performing one yet.
> > > >
> > > > Please apply this patch.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > >
> > > > This patch fixes a performance issue without compromise.
> > > > Smaller, Faster, and Better sound and driving performance.
> > > > You can hear which tire is squealing as you drift past
> > > > another car. Yahoo!
> > > >
> > > ----- David Savinkoff wrote:
> > > > OK,
> > > >
> > > > This patch goes beyond traction; it includes 2 bug fixes
> > > > from Speed Dreams.
> > > >
> > > > Yes, two serious physics impacting bugs.
> > > >
> > > > Now you can get twice the realism by driving to the
> > > > track in one car, and racing at the track in another.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > > This patch implements rolling resistance correctly along
> > > > with some small changes. (wheel.cpp car.cpp)
> > > >
> > > > Massive improvement. The TORCS simuv2 reference
> > > > measure 'is' about to show all car sims 'how it is done'.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > >
> > > > Yet another small improvement. Note that if some of these
> > > > improvements appear odd, they are indicating problems
> > > > hidden elsewhere.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > Hi,
> > > > This patch will probably be the last I make for
> > > > wheel.cpp because I've meticulously examined and
> > > > tested the code here repeatedly with results that have
> > > > converged to perfection.
> > > >
> > > > Please apply this patch.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > > This patch removes legacy duct tape which was used as a
> > > > > work-around for a previously nonexistent friction circle.
> > > > >
> > > > > There is another piece of duct tape which impedes the car
> > > > > from accelerating forward while allowing unimpeded sideways
> > > > > acceleration when drifting. I'll remove that when I find it.
> > > >
> > > > This problem seems to be diminished as TORCS is made more
> > > > correct.
> > > >
> > > > > Note that RELAXATION2 is a low-pass Infinite Impulse Response
> > > > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain,
> > > > > 'a' is a spring-constant, and 'b' is a friction constant
> > > > > mechanically acting on the rotation of the wheel. This will
> > > > > certainly affect the physics of TORCS.
> > > >
> > > ----- David Savinkoff wrote:
> > > > Hi Everybody,
> > > >
> > > > This patch makes TORCS the best simulator wherever
> > > > 'The Rubber meets the Road' is concerned. Try it.
> > > >
> > > > ----- David Savinkoff wrote:
> > > > > Hi,
> > > > >
> > > > > In my last patch I had the following code:
> > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt)
> > > > >
> > > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not,
> > > > > because of lack of precision of the float data type.
> > > > >
> > > > > Here I use (v2) for velocity squared because the car drives
> > > > > noticeably better, and (v2) is obviously more accurate.
> > > > >
> > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2)
> > > > >
> > > > > BTW is there somewhere I can find recent TORCS source code
> > > > > changes so that I can test and experiment?
> > > > >
> > > > > Sincerely,
> > > > > David Savinkoff
> > > >
> > > > Hi,
> > > >
> > > > Here is another patch for floating point improvements.
> > > >
> > > > I used sqrtf() where it seemed to make a speed improvement
> > > > on my slow computer.
> > > >
> > > > I used (double) to get more accuracy for CosA and SinA
> > > >
> > > > It is obvious that (float) is not sufficient in some
> > > > circumstances, and that (double) is slower in others.
> > > >
> > > > I hope these improvements in wheel.cpp help with making
> > > > other problems more characterizable.
> > > >
> > > > Sincerely,
> > > > David Savinkoff
> > > >
> > > > ps.
> > > >
> > > > Speed Dreams should incorporate this patch too.
> > > > Note that this patch will give you deja vu a few times
> > > > per lap.
> >
>
|
|
From: David S. <dsa...@te...> - 2016-04-11 07:11:16
|
(SimDeltaTime*car->DynGC.vel.az /*account for yaw induced wheel direction*/)
This is no small requirement for maneuverability. Expect correctness.
----- David Savinkoff wrote:
> car->carElt->_wheelSlipAccel(index) = slip_magnitude;
> in wheel.c seems to work best. Now you can feel real
> traction interaction of the tire with the road, right through
> the suspension and inertia of the vehicle.
>
> ----- David Savinkoff wrote:
> > This patch has more suspension improvements lifted from
> > TORCS on Sourceforge, and further tweaks to my code.
> >
> > ----- David Savinkoff wrote:
> > > Hi,
> > > torcs-1.3.6/src/modules/graphic/ssggraph/grskidmarks.cpp:
> > >
> > > if (cur_clr[3] > 0.06f) {
> > > // 0.06 works better than 0.1 // something here improves traction ?!
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > >
> > > This patch applies the latest change to wheel.cpp in
> > > TORCS on Sourcforge:
> > > $Id: wheel.cpp,v 1.26.2.6 2016/03/06 20:59:31 berniw Exp $
> > >
> > > This patch (see patch) also removes a discontinuity by tanh() in
> > > modules/graphic/ssggraph/grskidmarks.cpp
> > > (The Magic Formula in wheel.cpp should determine traction)
> > >
> > > Good to see torqs-1.3.7 on the way.
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > >
> > > This patch removes an un-needed tanh() from
> > > modules/graphic/ssggraph/grskidmarks.cpp
> > > and re-arranges some of my changes in wheel.cpp
> > > ( the tanh() trick was used to range limit input: -1 to 1 )
> > >
> > > This patch is the most physically correct,
> > > and the best performing one yet.
> > >
> > > Please apply this patch.
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > >
> > > This patch fixes a performance issue without compromise.
> > > Smaller, Faster, and Better sound and driving performance.
> > > You can hear which tire is squealing as you drift past
> > > another car. Yahoo!
> > >
> > ----- David Savinkoff wrote:
> > > OK,
> > >
> > > This patch goes beyond traction; it includes 2 bug fixes
> > > from Speed Dreams.
> > >
> > > Yes, two serious physics impacting bugs.
> > >
> > > Now you can get twice the realism by driving to the
> > > track in one car, and racing at the track in another.
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > > This patch implements rolling resistance correctly along
> > > with some small changes. (wheel.cpp car.cpp)
> > >
> > > Massive improvement. The TORCS simuv2 reference
> > > measure 'is' about to show all car sims 'how it is done'.
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > >
> > > Yet another small improvement. Note that if some of these
> > > improvements appear odd, they are indicating problems
> > > hidden elsewhere.
> > >
> > > ----- David Savinkoff wrote:
> > > Hi,
> > > This patch will probably be the last I make for
> > > wheel.cpp because I've meticulously examined and
> > > tested the code here repeatedly with results that have
> > > converged to perfection.
> > >
> > > Please apply this patch.
> > >
> > > ----- David Savinkoff wrote:
> > > > This patch removes legacy duct tape which was used as a
> > > > work-around for a previously nonexistent friction circle.
> > > >
> > > > There is another piece of duct tape which impedes the car
> > > > from accelerating forward while allowing unimpeded sideways
> > > > acceleration when drifting. I'll remove that when I find it.
> > >
> > > This problem seems to be diminished as TORCS is made more
> > > correct.
> > >
> > > > Note that RELAXATION2 is a low-pass Infinite Impulse Response
> > > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain,
> > > > 'a' is a spring-constant, and 'b' is a friction constant
> > > > mechanically acting on the rotation of the wheel. This will
> > > > certainly affect the physics of TORCS.
> > >
> > ----- David Savinkoff wrote:
> > > Hi Everybody,
> > >
> > > This patch makes TORCS the best simulator wherever
> > > 'The Rubber meets the Road' is concerned. Try it.
> > >
> > > ----- David Savinkoff wrote:
> > > > Hi,
> > > >
> > > > In my last patch I had the following code:
> > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt)
> > > >
> > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not,
> > > > because of lack of precision of the float data type.
> > > >
> > > > Here I use (v2) for velocity squared because the car drives
> > > > noticeably better, and (v2) is obviously more accurate.
> > > >
> > > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2)
> > > >
> > > > BTW is there somewhere I can find recent TORCS source code
> > > > changes so that I can test and experiment?
> > > >
> > > > Sincerely,
> > > > David Savinkoff
> > >
> > > Hi,
> > >
> > > Here is another patch for floating point improvements.
> > >
> > > I used sqrtf() where it seemed to make a speed improvement
> > > on my slow computer.
> > >
> > > I used (double) to get more accuracy for CosA and SinA
> > >
> > > It is obvious that (float) is not sufficient in some
> > > circumstances, and that (double) is slower in others.
> > >
> > > I hope these improvements in wheel.cpp help with making
> > > other problems more characterizable.
> > >
> > > Sincerely,
> > > David Savinkoff
> > >
> > > ps.
> > >
> > > Speed Dreams should incorporate this patch too.
> > > Note that this patch will give you deja vu a few times
> > > per lap.
>
|
|
From: Tambet M. <tam...@gm...> - 2016-04-08 11:45:49
|
On 6.04.2016 14:33, Tambet Matiisen wrote:
> src/libs/raceengineclient/racestate.cpp line 117 comment out following
> line:
>
> //GfuiScreenActivate(ReInfo->_reGameScreen);
Actually better check for console mode explicitly:
if (ReInfo->_displayMode != RM_DISP_MODE_CONSOLE)
{
GfuiScreenActivate(ReInfo->_reGameScreen);
}
Then the graphical mode works as well and you can easily switch between two.
Tambet
|
|
From: Tambet M. <tam...@gm...> - 2016-04-06 11:33:48
|
Thanks for following up!
I made some experiments myself and was able to get text mode working
with following modifications:
src/libs/raceengineclient/racestate.cpp line 117 comment out following
line:
//GfuiScreenActivate(ReInfo->_reGameScreen);
src/linux/main.cpp line 173 add infinite loop around ReRunRaceOnConsole():
while (true) {
ReRunRaceOnConsole(raceconfig);
}
Probably it will break the GUI mode, but it's enough for me at the moment.
Keep in mind, that these are changes in 1.3.4 after applying SCR server
patch 2.1.
Tambet
On 6.04.2016 13:55, Arnaud Ceyrolle wrote:
>
> Hmmmm, it seems your modification is the same !
>
> Prehaps you meant == 1
>
> --
> Arnaud (mobile)
>
> Le 6 avr. 2016 04:45, "David Savinkoff" <dsa...@te...
> <mailto:dsa...@te...>> a écrit :
>
> ----- Tambet Matiisen wrote:
> > Hi everyone!
> >
> > I'm not sure if this is the right place to ask, but I'll do it
> anyway
> > :). I'm trying to run Torcs 1.3.4 with Championship Server patch
> in text
> > mode. The manual (http://arxiv.org/pdf/1304.1672v2.pdf) suggests
> > something like this:
> >
> > torcs -r ~/.torcs/config/raceman/quickrace.xml
> >
> > It all appears to run fine, until I ask for restart, in which
> case it
> > crashes with following error:
> >
> > Waiting for request on port 3001
> > ******* RESTARTING *****
> > freeglut ERROR: Function <glutKeyboardFunc> called without first
> > calling 'glutInit'.
> >
> > It can be easily reproduced with the client coming with SCR
> patch - from
> > scr-client-app folder run
> >
> > ./client maxSteps:100
> >
> > I guess the restarting code assumes graphical mode, which is weird,
>
> glutKeyboardFunc() is a non graphical gl-ut-ility for reading the
> keyboard.
>
> > because one would think that restarting would be especially
> useful in
> > text mode. Do you think it would be easy to fix? I have some rusty
> > knowledge of C/C++, but the codebase it too big to grasp in
> short time.
> >
> > Thanks!
> > Tambet
> >
>
> Open patch.dat with a text editor (gvim works) and search for:
> RestartRaceHookInit
>
> RestartRaceHookInit() is prevented from executing because of:
> if (RESTART!=1)
>
> Modify torcs/src/libs/raceengineclient/racemain.cpp by
> modifying if (RESTART!=1) then do a make in the
> torcs directory ... and whatever else was required
> rebuild the code.
>
> Disclaimer: This is my best guess.
>
> ------------------------------------------------------------------------------
> _______________________________________________
> Torcs-users mailing list
> Tor...@li...
> <mailto:Tor...@li...>
> https://lists.sourceforge.net/lists/listinfo/torcs-users
>
>
>
> ------------------------------------------------------------------------------
>
>
> _______________________________________________
> Torcs-users mailing list
> Tor...@li...
> https://lists.sourceforge.net/lists/listinfo/torcs-users
|
|
From: Arnaud C. <ace...@go...> - 2016-04-06 10:56:05
|
Hmmmm, it seems your modification is the same ! Prehaps you meant == 1 -- Arnaud (mobile) Le 6 avr. 2016 04:45, "David Savinkoff" <dsa...@te...> a écrit : > ----- Tambet Matiisen wrote: > > Hi everyone! > > > > I'm not sure if this is the right place to ask, but I'll do it anyway > > :). I'm trying to run Torcs 1.3.4 with Championship Server patch in text > > mode. The manual (http://arxiv.org/pdf/1304.1672v2.pdf) suggests > > something like this: > > > > torcs -r ~/.torcs/config/raceman/quickrace.xml > > > > It all appears to run fine, until I ask for restart, in which case it > > crashes with following error: > > > > Waiting for request on port 3001 > > ******* RESTARTING ***** > > freeglut ERROR: Function <glutKeyboardFunc> called without first > > calling 'glutInit'. > > > > It can be easily reproduced with the client coming with SCR patch - from > > scr-client-app folder run > > > > ./client maxSteps:100 > > > > I guess the restarting code assumes graphical mode, which is weird, > > glutKeyboardFunc() is a non graphical gl-ut-ility for reading the keyboard. > > > because one would think that restarting would be especially useful in > > text mode. Do you think it would be easy to fix? I have some rusty > > knowledge of C/C++, but the codebase it too big to grasp in short time. > > > > Thanks! > > Tambet > > > > Open patch.dat with a text editor (gvim works) and search for: > RestartRaceHookInit > > RestartRaceHookInit() is prevented from executing because of: > if (RESTART!=1) > > Modify torcs/src/libs/raceengineclient/racemain.cpp by > modifying if (RESTART!=1) then do a make in the > torcs directory ... and whatever else was required > rebuild the code. > > Disclaimer: This is my best guess. > > > ------------------------------------------------------------------------------ > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: David S. <dsa...@te...> - 2016-04-06 02:45:25
|
----- Tambet Matiisen wrote: > Hi everyone! > > I'm not sure if this is the right place to ask, but I'll do it anyway > :). I'm trying to run Torcs 1.3.4 with Championship Server patch in text > mode. The manual (http://arxiv.org/pdf/1304.1672v2.pdf) suggests > something like this: > > torcs -r ~/.torcs/config/raceman/quickrace.xml > > It all appears to run fine, until I ask for restart, in which case it > crashes with following error: > > Waiting for request on port 3001 > ******* RESTARTING ***** > freeglut ERROR: Function <glutKeyboardFunc> called without first > calling 'glutInit'. > > It can be easily reproduced with the client coming with SCR patch - from > scr-client-app folder run > > ./client maxSteps:100 > > I guess the restarting code assumes graphical mode, which is weird, glutKeyboardFunc() is a non graphical gl-ut-ility for reading the keyboard. > because one would think that restarting would be especially useful in > text mode. Do you think it would be easy to fix? I have some rusty > knowledge of C/C++, but the codebase it too big to grasp in short time. > > Thanks! > Tambet > Open patch.dat with a text editor (gvim works) and search for: RestartRaceHookInit RestartRaceHookInit() is prevented from executing because of: if (RESTART!=1) Modify torcs/src/libs/raceengineclient/racemain.cpp by modifying if (RESTART!=1) then do a make in the torcs directory ... and whatever else was required rebuild the code. Disclaimer: This is my best guess. |
|
From: David S. <dsa...@te...> - 2016-04-05 09:05:17
|
car->carElt->_wheelSlipAccel(index) = slip_magnitude;
in wheel.c seems to work best. Now you can feel real
traction interaction of the tire with the road, right through
the suspension and inertia of the vehicle.
----- David Savinkoff wrote:
> This patch has more suspension improvements lifted from
> TORCS on Sourceforge, and further tweaks to my code.
>
> ----- David Savinkoff wrote:
> > Hi,
> > torcs-1.3.6/src/modules/graphic/ssggraph/grskidmarks.cpp:
> >
> > if (cur_clr[3] > 0.06f) {
> > // 0.06 works better than 0.1 // something here improves traction ?!
> >
> > ----- David Savinkoff wrote:
> > Hi,
> >
> > This patch applies the latest change to wheel.cpp in
> > TORCS on Sourcforge:
> > $Id: wheel.cpp,v 1.26.2.6 2016/03/06 20:59:31 berniw Exp $
> >
> > This patch (see patch) also removes a discontinuity by tanh() in
> > modules/graphic/ssggraph/grskidmarks.cpp
> > (The Magic Formula in wheel.cpp should determine traction)
> >
> > Good to see torqs-1.3.7 on the way.
> >
> > ----- David Savinkoff wrote:
> > Hi,
> >
> > This patch removes an un-needed tanh() from
> > modules/graphic/ssggraph/grskidmarks.cpp
> > and re-arranges some of my changes in wheel.cpp
> > ( the tanh() trick was used to range limit input: -1 to 1 )
> >
> > This patch is the most physically correct,
> > and the best performing one yet.
> >
> > Please apply this patch.
> >
> > ----- David Savinkoff wrote:
> > Hi,
> >
> > This patch fixes a performance issue without compromise.
> > Smaller, Faster, and Better sound and driving performance.
> > You can hear which tire is squealing as you drift past
> > another car. Yahoo!
> >
> ----- David Savinkoff wrote:
> > OK,
> >
> > This patch goes beyond traction; it includes 2 bug fixes
> > from Speed Dreams.
> >
> > Yes, two serious physics impacting bugs.
> >
> > Now you can get twice the realism by driving to the
> > track in one car, and racing at the track in another.
> >
> > ----- David Savinkoff wrote:
> > Hi,
> > This patch implements rolling resistance correctly along
> > with some small changes. (wheel.cpp car.cpp)
> >
> > Massive improvement. The TORCS simuv2 reference
> > measure 'is' about to show all car sims 'how it is done'.
> >
> > ----- David Savinkoff wrote:
> > Hi,
> >
> > Yet another small improvement. Note that if some of these
> > improvements appear odd, they are indicating problems
> > hidden elsewhere.
> >
> > ----- David Savinkoff wrote:
> > Hi,
> > This patch will probably be the last I make for
> > wheel.cpp because I've meticulously examined and
> > tested the code here repeatedly with results that have
> > converged to perfection.
> >
> > Please apply this patch.
> >
> > ----- David Savinkoff wrote:
> > > This patch removes legacy duct tape which was used as a
> > > work-around for a previously nonexistent friction circle.
> > >
> > > There is another piece of duct tape which impedes the car
> > > from accelerating forward while allowing unimpeded sideways
> > > acceleration when drifting. I'll remove that when I find it.
> >
> > This problem seems to be diminished as TORCS is made more
> > correct.
> >
> > > Note that RELAXATION2 is a low-pass Infinite Impulse Response
> > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain,
> > > 'a' is a spring-constant, and 'b' is a friction constant
> > > mechanically acting on the rotation of the wheel. This will
> > > certainly affect the physics of TORCS.
> >
> ----- David Savinkoff wrote:
> > Hi Everybody,
> >
> > This patch makes TORCS the best simulator wherever
> > 'The Rubber meets the Road' is concerned. Try it.
> >
> > ----- David Savinkoff wrote:
> > > Hi,
> > >
> > > In my last patch I had the following code:
> > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt)
> > >
> > > Where (v2) should be equal to (vn*vn + vt*vt) but is not,
> > > because of lack of precision of the float data type.
> > >
> > > Here I use (v2) for velocity squared because the car drives
> > > noticeably better, and (v2) is obviously more accurate.
> > >
> > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2)
> > >
> > > BTW is there somewhere I can find recent TORCS source code
> > > changes so that I can test and experiment?
> > >
> > > Sincerely,
> > > David Savinkoff
> >
> > Hi,
> >
> > Here is another patch for floating point improvements.
> >
> > I used sqrtf() where it seemed to make a speed improvement
> > on my slow computer.
> >
> > I used (double) to get more accuracy for CosA and SinA
> >
> > It is obvious that (float) is not sufficient in some
> > circumstances, and that (double) is slower in others.
> >
> > I hope these improvements in wheel.cpp help with making
> > other problems more characterizable.
> >
> > Sincerely,
> > David Savinkoff
> >
> > ps.
> >
> > Speed Dreams should incorporate this patch too.
> > Note that this patch will give you deja vu a few times
> > per lap.
|
|
From: Tambet M. <tam...@gm...> - 2016-04-05 09:03:42
|
Hi everyone! I'm not sure if this is the right place to ask, but I'll do it anyway :). I'm trying to run Torcs 1.3.4 with Championship Server patch in text mode. The manual (http://arxiv.org/pdf/1304.1672v2.pdf) suggests something like this: torcs -r ~/.torcs/config/raceman/quickrace.xml It all appears to run fine, until I ask for restart, in which case it crashes with following error: Waiting for request on port 3001 ******* RESTARTING ***** freeglut ERROR: Function <glutKeyboardFunc> called without first calling 'glutInit'. It can be easily reproduced with the client coming with SCR patch - from scr-client-app folder run ./client maxSteps:100 I guess the restarting code assumes graphical mode, which is weird, because one would think that restarting would be especially useful in text mode. Do you think it would be easy to fix? I have some rusty knowledge of C/C++, but the codebase it too big to grasp in short time. Thanks! Tambet |